From: Elizabeth Figura zfigura@codeweavers.com
--- dlls/wined3d/cs.c | 5 ++++- dlls/wined3d/ffp_gl.c | 1 - dlls/wined3d/glsl_shader.c | 2 -- dlls/wined3d/shader_spirv.c | 1 - dlls/wined3d/utils.c | 2 -- dlls/wined3d/wined3d_private.h | 5 +---- 6 files changed, 5 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index d35c33f678c..3e6c292547f 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -1035,7 +1035,10 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data) if ((geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]) && !geometry_shader->function) device_invalidate_state(cs->c.device, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY)); if (state->primitive_type == WINED3D_PT_POINTLIST || op->primitive_type == WINED3D_PT_POINTLIST) - device_invalidate_state(cs->c.device, STATE_POINT_ENABLE); + { + device_invalidate_state(cs->c.device, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)); + device_invalidate_state(cs->c.device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)); + } state->primitive_type = op->primitive_type; for (i = 0; i < device->context_count; ++i) device->contexts[i]->update_primitive_type = 1; diff --git a/dlls/wined3d/ffp_gl.c b/dlls/wined3d/ffp_gl.c index 84ae038f176..1e5a5982f21 100644 --- a/dlls/wined3d/ffp_gl.c +++ b/dlls/wined3d/ffp_gl.c @@ -1710,7 +1710,6 @@ static void validate_state_table(struct wined3d_state_entry *state_table) STATE_RASTERIZER, STATE_BASEVERTEXINDEX, STATE_FRAMEBUFFER, - STATE_POINT_ENABLE, STATE_BLEND, STATE_BLEND_FACTOR, STATE_DEPTH_STENCIL, diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 11036e33f6e..19d2590763a 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -12025,7 +12025,6 @@ static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states[] = {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_LEGACY_CONTEXT }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_vertex_pointsprite_core}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE }, - {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_shademode}, WINED3D_GLSL_130 }, {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_nop }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE }, @@ -12368,7 +12367,6 @@ static const struct wined3d_state_entry_template glsl_fragment_pipe_state_templa {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, - {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_fragment_pipe_shademode }, WINED3D_GLSL_130 }, {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE }, diff --git a/dlls/wined3d/shader_spirv.c b/dlls/wined3d/shader_spirv.c index c533ca2798a..1999b35a290 100644 --- a/dlls/wined3d/shader_spirv.c +++ b/dlls/wined3d/shader_spirv.c @@ -1256,7 +1256,6 @@ static const struct wined3d_state_entry_template spirv_fragment_pipe_vk_fp_state {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), state_nop}}, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_nop}}, {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_nop}}, - {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, state_nop}}, {0}, /* Terminate */ };
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 0eda0acc4e9..d045b4e346c 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -5377,8 +5377,6 @@ const char *debug_d3dstate(uint32_t state) return "STATE_BASEVERTEXINDEX"; if (STATE_IS_FRAMEBUFFER(state)) return "STATE_FRAMEBUFFER"; - if (STATE_IS_POINT_ENABLE(state)) - return "STATE_POINT_ENABLE"; if (STATE_IS_STREAM_OUTPUT(state)) return "STATE_STREAM_OUTPUT"; if (STATE_IS_BLEND(state)) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index eff2400fd8f..a194377b8c6 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1769,10 +1769,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1) #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
-#define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1) -#define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE) - -#define STATE_STREAM_OUTPUT (STATE_POINT_ENABLE + 1) +#define STATE_STREAM_OUTPUT (STATE_FRAMEBUFFER + 1) #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
#define STATE_BLEND (STATE_STREAM_OUTPUT + 1)